02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

One roll is required every five minutes, or whenever execut ing<br />

a difficult maneuver. On a failure, the dress fills with water and<br />

the diver must swim to the surface, at -2 to Swimming skill. On a<br />

critical failure of either the Diving or Swimming roll, he is tangled<br />

in his lines and cannot get up. Unless his handlers pull him up,<br />

he is doomed.<br />

Orienteering/TL (Mental/Average) Defaults to IQ-5<br />

or Navigation-2<br />

This is the ability to locate oneself with respect to terrain (the<br />

U.S. military calls this "land navigation"). Orienteering rolls are -<br />

1 to -10 (GM's discretion) for being in an unfamiliar area. It is<br />

much harder to locate oneself in the Arctic barrens than in<br />

downtown Cleveland!<br />

Modifiers: Orienteering rolls are +1 for an accurate map, a<br />

compass or clear view of the sun or stars and at least one hour to<br />

make observations (these bonuses are not cumulative); +3 if you<br />

have Absolute Direction, or are using a high-tech global positioning<br />

system or inertial compass.<br />

Skating (Physical/Hard)<br />

See p. 132 under Athletic Skills.<br />

Surveying/TL (Mental/Average)<br />

See p. 158 under Scientific Skills.<br />

Defaults to DX-6<br />

Defaults to IQ-5<br />

Survival (Urban) (Mental/Average) Defaults to IQ-5<br />

This talent covers the physical part of staying alive in a city<br />

environment, whether it's overpopulated or empty. The social<br />

problems of city survival are covered by the Streetwise skill. A<br />

specialist in Urban Survival could (for instance) find clean rainwater;<br />

locate manholes from above or below; quickly locate<br />

building entrances, exits, stairwells, and so on; recognize and<br />

avoid physically dangerous areas, like crumbling buildings;<br />

make and read city maps, and find his way out of strange city<br />

areas; find a warm place to sleep outside in cold weather; and<br />

locate common types of buildings or businesses without asking<br />

anyone, just by his "feel" for the way cities are laid out.<br />

PROFESSIONAL SKILLS<br />

Abacus (Mental/Average)<br />

No default<br />

This skill allows you to use an abacus to perform calculations.<br />

Simple problems can be solved in one second and difficult ones<br />

in two seconds; complex problems will take at least five seconds,<br />

and often more. A failure with this skill produces an obvious<br />

wrong answer. A critical success with this skill will halve the<br />

computation time for all but simple problems; a critical failure<br />

will cause a subtle error that looks like a right answer.<br />

Aviation/TL (Mental/Average) Defaults to IQ-5<br />

Professional aviators require a body of additional knowledge<br />

beyond that required to steer the vehicle. This normally covers<br />

the basics of map reading and navigation, practical meteorology,<br />

aerial laws and regulations, and so on.<br />

Bartender (Mental/Average) Defaults to Carousing-3<br />

This skill incorporates knowledge of stocking and maintaining<br />

a professional-quality bar, in addition to knowing how to mix a<br />

variety of drinks.<br />

A professional bartender also knows how to interact with customers<br />

in a professional yet friendly way - including the ability to<br />

calm down unruly drunks before the bouncer needs to get involved.<br />

At higher levels, the skill takes on an element of showmanship,<br />

allowing the bartender to present the drinks in unique and attractive<br />

ways, and to mix them with showy tricks and flourishes.<br />

Finally, a bartender will have a working knowledge of local<br />

laws relating to alcohol trade and consumption, and will be able<br />

to accurately gauge the intoxication level of any given customer.<br />

Courtesan (Mental/Average)<br />

Defaults to<br />

Savoir-Faire-5<br />

This skill represents the business side of high-class prostitution<br />

(and is quite different from Professional skill:<br />

Streetwalker). It involves knowing and avoiding entanglements<br />

with the law or organized crime, making professional contacts,<br />

calming or escaping from unruly or dangerous customers, and<br />

various techniques of professional seduction. It also includes a<br />

detailed knowledge of birth control and disease prevention techniques<br />

available at the character's culture and tech level.<br />

Cyberdeck Operation/TL (Mental/Very Hard)<br />

Defaults to Computer Operation-8<br />

This is the ability to operate a neurally-controlled cyberdeck; it<br />

exists only in worlds where there is a Net. It controls how well<br />

you move through the Net, how many programs you can control<br />

at once, and many other variables. See Chapter 3 of <strong>GURPS</strong><br />

Cyberpunk for more information.<br />

In order to manipulate the Net in ways the original programmers<br />

did not intend, you will need both this skill and<br />

Computer Hacking (p. 155). When you are hacking on the Net,<br />

your effective Cyberdeck Operation skill cannot be greater than<br />

your Hacking skill.<br />

Exorcism (Mental/Hard)<br />

Defaults to IQ-6 or Theology-3<br />

To drive a spirit from its possessed victim or its haunt<br />

requires an exorcism. Someone without the Clerical Investment<br />

advantage takes a -4 to his Exorcism skill or default when performing<br />

the ritual - he may understand the ritual, but he lacks a<br />

priest's holy support. A NPC clergyman will usually perform<br />

this ritual for free, if the players can convince him that the person<br />

or location is actually possessed.<br />

Exorcism is not a magical skill; it is a religious skill involving<br />

a complex ritual (although, depending upon the originating<br />

culture of the spirit, it might be performed with equal efficiency<br />

by a Malay witch-doctor or a Catholic priest). The length of<br />

the ritual depends on the HT of the spirit (generally 15 minutes<br />

for every 1 HT possessed by the spirit). Upon completion of<br />

the ritual, the exorcist rolls against his Exorcism skill or<br />

default value. Some spirits will wait patiently through the ritual,<br />

anticipating the combat to come; others will try to distract or<br />

disable the exorcist before the ritual can be completed. If the<br />

Exorcism roll fails, the spirit remains, and the exorcist must<br />

wait at least a week before repeating the ritual. On a critical<br />

failure, the exorcist rolls on the Fright Check table (see p. B94),<br />

adding 10 to his die roll. Furthermore, even if he keeps his<br />

sanity, he may never attempt to exorcise this particular spirit<br />

again.<br />

153

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!